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human-computer interaction

495 papers

#human-computer interacti... Preprint Open access Sep 2026

Thermodynamic Human-Computer Interaction

Target acquisition is often modeled separately for desktop, mobile, and other interaction modalities. We present Thermodynamic HCI, a framework that splits interaction into thermal equilibrium and non-equilibrium regimes. The theory generalizes across interaction modalities by representing agent-target interaction using kinetic and potential energies. We derive the movement time of Fitts' law and the speed-accuracy tradeoff observed in Schmidt's law from the principles of thermal physics. Furthermore, we develop theorems that describe how target properties, such as the color of a button, affect user accuracy. The target acquisition model, derived from the theory, when evaluated on desktop and mobile website prefetching experiments, achieved an accuracy of 98% for both cursor and touchscreen based interaction. For every clicked link, it produced a fetch:click ratio of 1.37 for desktop and 1.75 for mobile.

Uzafir Ahmad Rafaq, Muaz Hassan, Ali Muzaffar · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

From Perception to Cognition: How Latency Affects Interaction Fluency and Social Presence in VR Conferencing

Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably introduces end-to-end (E2E) latency, which can significantly impact user experience. To clarify the impact of latency, we conducted subjective experiments to analyze how it influences interaction fluency from the perspective of quality perception and social presence from the perspective of social cognition, comparing VR conferencing with traditional video conferencing (VC). Specifically, interaction fluency emphasizes user perception of interaction pace and responsiveness and is assessed using Absolute Category Rating (ACR) method. In contrast, social presence focuses on the cognitive understanding of interaction, specifically whether individuals can comprehend the intentions, emotions, and behaviors expressed by others. It is primarily measured using the Networked Minds Social Presence Inventory (NMSPI). Building on this analysis, we further investigate the relationship between interaction fluency and social presence under different latency conditions to clarify the underlying perceptual and cognitive mechanisms. The findings from these subjective tests provide meaningful insights for optimizing the related systems, helping to improve interaction fluency and enhancing social presence in immersive virtual environments.

Jiarun Song, Ninghao Wan, FuZheng Yang et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Decreasing Digital Distraction in College Students: Associated Online Learning Strategies Identified by Unsupervised Data Mining Approaches

The proliferation of digital tools in education offers numerous benefits but also introduces significant challenges, notably digital distractions that hinder academic performance, especially in online learning contexts. This study employed unsupervised data mining techniques, specifically association rule mining and clustering analysis, to identify effective learning strategies associated with lower levels of digital distractions among college students. Data from 530 participants revealed that self-regulated learning strategies (i.e., goal setting, environment structuring, and time management) co-occurred most consistently with lower digital distractions. Additionally, learner-instructor and learner-content engagement strategies, as well as technical competencies, also tended to appear in the same profiles as lower distraction. Interestingly, reliance on peer help-seeking and learner-learner engagement strategies appeared less often in those lower distraction profiles. These findings offer actionable implications for educators to design targeted interventions that foster focused and productive online learning environments.

Hui Shi, Ran Bi, Xi Lin et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Making Gender-Inclusive Practices Actionable: Evaluating a Research-Informed Computing Education Toolkit

The persistent gender imbalance in computing remains a global concern, and universities offer a key part of the pipeline to address it. Although research has identified practices that support under-represented student groups, translating this evidence into actionable guidance remains challenging. This paper first presents a novel web- based toolkit (TechMate) designed to address this gap by helping computing educators implement gender- inclusive initiatives through practical research-informed guidance. The toolkit defines over 25 actions, ranging from operational to strategic, and provides case studies and implementation resources. Second, this work reports on the evaluation of TechMate, capturing educators first impressions of its usefulness and usability through authentic tasks, and eliciting unanticipated insights about structural barriers to gender-inclusive practice in computing higher education. Eighteen computing educators of varying seniority from eight universities in Ireland assessed the toolkit using nine research-driven attributes: four usefulness measures (novelty, relevance, trustworthiness, actionability) and five usability measures (effectiveness, aesthetics, navigation, terminology, user satisfaction). Data was analysed using mixed methods: deductive coding, quantitative sentiment scoring, and inductive thematic analysis. Educators rated TechMate highly for user satisfaction and praised its novelty and trustworthiness, with over 60% of participants reporting positively on all attributes, suggesting that research -informed tools can be designed for real-world use. Thematic analysis highlighted other challenges, including women students isolation, institutional resistance to change, and the scarcity of women role models, while also surfacing proposed solutions such as leveraging student ambassadors and fostering supportive learning environments.

Alina Berry, Susan McKeever, Brenda Murphy et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

ReRoom: Blending Virtual and Physical Contexts for In Situ Room Planning in Mixed Reality

Planning a real domestic space is an in situ authoring process: users evaluate candidate layouts at true scale, refine their intent, and carry accepted decisions into later iterations. Existing approaches either separate layout editing from the physical room or provide limited support for evaluating and refining whole-room proposals in situ. We present ReRoom, a mixed-reality system for in situ room-layout authoring. ReRoom presents a shared layout state through a virtual room proxy spatially registered to the target room, allowing interaction and layout generation to remain grounded in the physical context. Users refine the current proposal through direct manipulation or language and preserve accepted placements, allowing each generated update to continue the same evolving design. To balance layout quality with generation efficiency, ReRoom uses a skill-guided layout agent whose room-layout design skill operationalizes three principles that we formulate by synthesizing established interior-design guidance for real-room layout generation. The skill grounds these principles in a normalized representation of the scanned room and reusable geometric checks. Evaluations show that ReRoom produces high-quality layouts for non-rectangular rooms, while its in situ workflow improves the room-planning experience over an otherwise equivalent off-site VR workflow. Code will be released upon acceptance of the paper.

Hongliang Yang, Yanjing Xu, Anhang Zhang et al. · 0 citations
#computer vision Preprint Open access Sep 2026

Occlusion-Robust Multimodal Emotion Recognition in VR via Fusion of Facial Images and EMG

Head-mounted displays (HMDs) fundamentally limit emotion recognition in virtual reality (VR): by occluding the upper face, they render conventional image-based facial expression analysis incomplete, particularly for applications requiring real-time affective assessment. We address this challenge by fusing lower-face video with facial electromyography (EMG) from the occluded upper face to classify seven emotional categories (six basic emotions plus neutral). We introduce a synchronized multimodal dataset from 20 participants, pairing lower-face video with seven-channel upper-face EMG elicited by validated emotion stimuli. Under subject-independent test, our proposed late-fusion architecture merging convolutional visual embeddings with RBF-kernel EMG representations achieves 51% macro-F1, outperforming both image-only (41%) and EMG-only (43%) baselines. These results demonstrate that upper-face EMG provides robust complementary information under HMD-induced visual occlusion and establish a foundation for multimodal emotion recognition in naturalistic VR environments. This approach facilitates affect-adaptive applications, including communication training and therapeutic interventions. The dataset will be shared upon request under an ethical-use agreement.

Birgit Nierula, Karam Tomotaki-Dawoud, Mert Akguel et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Toward Frontier-Quality Declarative UI Generation at Small-Model Cost

Declarative UI protocols such as A2UI let applications generate interactive UIs by selecting pre-built components from a catalog and binding their props to application data, rather than emitting frontend code from scratch. This contract is attractive for production systems because of safety and consistency. An open question is: can low-latency and low-cost small models achieve the required quality for A2UI-based UI generation? To answer this, we systematically study three controllable design choices for catalog-conditioned A2UI generation: supervised fine-tuning (SFT) data construction method, model size, and component-catalog size. Across two React/TypeScript domains and four base checkpoints spanning two model families (Qwen 3.5 0.8B/2B/4B; SmolLM 3B), we find: (i) a 4B fine-tuned student recovers ~98% of teacher semantic quality and ~97% of teacher visual quality at more than an order of magnitude lower cost than frontier API calls; (ii) both augmented strategies (Perturbed-catalog and Constrained-GT) Pareto-dominate the unaugmented Full-catalog baseline, while specializing on different axes; (iii) even small models can handle and benefit from relatively large component catalog size. We distill these results into practitioner-facing trade-offs and deployment recommendations across the three design choices.

Yingxiang Yang, Weihang Xiao, Ben Bullough et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Grounding GUI Design in Computational Psychology

Creating visually appealing user interfaces often requires extensive manual iteration. We propose an approach that applies answer set programming (ASP) to automatically generate and optimize UI layouts while satisfying design objectives such as grid alignment, grouping, color harmony, and whitespace, along with designer-specified preferences. Our method encodes constraints on element properties and relative positioning, producing layouts that balance functional and aesthetic goals. We evaluate this approach in three studies. Across two user studies, participants rated layouts generated with the full ASP model higher than both random designs and those based on simple heuristics. Designers reported that ASP-generated layouts supported early-stage sketching and exploration.

Xianni Wang (University of Jyv\"askyl\"a, Faculty of Information Technology, Jyv\"askyl\"a et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

From Misconceptions to Evidence: What Science Teachers Make Visible When Co-Designing Agentic Learning Apps

Science educators increasingly encounter AI tools that generate content, yet disciplinary teaching depends on eliciting learners' models, diagnosing misconceptions, interpreting evidence, and preserving professional judgment. This study asks how science teachers translate such epistemic work into specifications for agentic learning applications. It contributes to the conference theme, "Innovating Pedagogies, Inspiring Minds: Transforming Science Learning," and the Teachers' Professional Learning strand by examining app co-design as a form of pedagogical reasoning. We conducted a bounded qualitative cross-case analysis of four de-identified artifacts produced in a teacher professional-learning workshop: an experimental-design diagnostic, a Kinetic Particle Theory dialogue guide, a chemistry prior-knowledge checker, and a physics application/scaffolding tool. Each artifact was coded for the disciplinary problem, learner interaction, evidence made visible, teacher authority, and safeguard. All four connected a science-learning problem to an interaction and pedagogically interpretable evidence: misconceptions and gaps, explanations-in-progress, class-level readiness patterns, or investigation performance. However, only two made teacher control or evaluation explicit, and only two named a safeguard. The proposals therefore positioned AI less as an answer generator than as an elicitor, scaffold, and evidence-return mechanism, while leaving decision rights and protections unevenly specified. We argue that teacher professional learning should treat AI app ideation as epistemic specification work. A five-question design protocol--problem, learner interaction, evidence, teacher authority, and safeguard--can help teachers transform science-learning needs into accountable human-AI arrangements before building or adopting a tool.

Nizam Kadir, Wei Ting Liow, Sumbul Khan et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Auditing Contextual Bias in Human Ball-Strike Calls Using KBO's Automated Umpiring Transition

This paper uses the Korean Baseball Organization's adoption of the Automated Ball-Strike (ABS) system to audit long-standing claims about contextual bias in human ball-strike calls. Using pitch-level KBO data from 2021 through the available portion of the 2026 season, we model called-strike probability for taken pitches near the strike-zone boundary, with 2022-2023 as the primary human-umpire baseline and ABS seasons (2024 and onward) as a diagnostic benchmark. The strongest evidence concerns count pressure. Relative to 0--0 counts, human umpires called substantially fewer strikes in two-strike counts and more strikes in hitter-ahead three-ball counts. Specifically, in the main 0.25-ft boundary band, 0--2 was associated with a -17.17 percentage-point effect and 3--0 with a +6.61 percentage-point effect. Under ABS, the corresponding effects were close to zero and did not survive false-discovery-rate correction. Game progression shows a smaller but coherent pattern as human calls were less strike-prone in early innings and more strike-prone in innings 7--9+, especially in late-close situations, while complete ABS seasons were essentially flat. Other suspected biases are weaker or more localized. Salary-based reputation proxies provide suggestive but proxy-sensitive evidence, and catcher identity shows human-period residual heterogeneity that disappears under ABS. Home-context evidence is mostly null at the umpire level, with one FDR-significant human-period exception and an exploratory umpire-team gap best treated as an audit lead. Overall, the results do not show that human umpires were biased everywhere. Instead, they map where the human strike zone was most context-sensitive, where evidence was weaker, and where common suspicions received little support.

Kichang Lee, JeongGil Ko · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

Exploratory Unstructured Data Analysis: A Formative Study and Implications for Human-AI Collaboration

We propose a conceptual framework for exploratory data analysis of (large) unstructured data (EluDA), combining classical elements (querying, visualization) with active knowledge construction in the "search for structure". In a formative study, users conceptualized a structure for an image dataset during exploration. We found that users conceptualize by building faceted classifications bottom-up and rarely create meaningful spatial categorization during this process. We also evaluated CLIP for zero-shot assignment and semantic categorization, finding that it remains unreliable for assigning user-defined concepts to images but does support semantic grouping. Based on these findings, we identify and discuss four key opportunities for human-AI collaboration in EluDA: intelligent sampling and visualization to maximize data visibility; incremental and few-shot learning to minimize effort for reliable assignment; automatic category, concept, and facet suggestions to reduce effort during the search for structure; and the necessity for effective trust calibration methods.

Johannes Eschner, Dominik Eitler, Max Irendorfer et al. · 0 citations
#human-computer interacti... Preprint Open access Sep 2026

PlanePivoting: Exploration and Optimization of Gaze-Mouse Cursor Alignment for Spatial Object Translation

As XR matures into a ubiquitous computing platform, the disconnect between 2D and 3D input modalities remains a critical barrier to seamless workflow. Frequent transitions between the mouse for 2D precision and hand gestures for 3D manipulation induce significant physical fatigue and cognitive load. To address this, we introduce PlanePivoting, a multimodal interaction technique that extends standard mouse input into 3D space by leveraging gaze-mouse alignment. This technique dynamically modulates the translation plane based on the spatial overlap between the gaze and mouse cursor, eliminating the need for physical input modality switching. To systematically explore the foundational design space of gaze-mouse coordination and optimize key variables, we conducted a user study comparing PlanePivoting with a standard 3D Gizmo interface across two translation mapping profiles and two gaze cursor apertures. Results demonstrate that PlanePivoting outperforms the Gizmo on efficiency metrics while maintaining comparable precision and yielding higher subjective satisfaction. This study demonstrates the potential of gaze-mouse alignment for efficient spatial manipulation between 2D and 3D environments.

Jinwook Kim, Sangmin Park, Jihyeon Lee et al. · 0 citations

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